Operating System: Linux other Rating:

Submitted on 2002-09-01 12:00:00

Operating System: Linux other Rating:

Submitted on 2003-12-01 12:00:00

Anonymous

Post License:
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Playable under WineX 3.2 but with some visual glitches e.g. unreadable text. Sound is now fully working.
Installation notes:
I copied the Origin System directory from the Windows partition to the WineX drive directory and changed the movie path in Options.ini

; Use the DirectSound "notification interface" to let the sound
; system know when to update (rather than polling the play position).
; Default is '0'. (This will theoretically be fixed/work better
; in DirectX 8)
UseNotify=1

; For debugging, use a streamer that reads the *entire*
; sample at once.
DebugStreamers=0

; To get around a bug in Win98 Gold (our famous "crackle" problem),
; offset the "bad" frequency by this amount. It also doubles as
; the "range around the bad frequency" that we wish to monitor.
; (Ie, using 50 here would make any frequency from 22000kHz to
; 22050kHz be 22000kHz, and any frequency from 22050kHz to
; 22100kHz be 22100kHz.)
CrackleOffset=0

; This value overrides the "minimum perceptible attenuation" distance
; for 3D sounds. At distances less than this number (meters), the
; sounds will get no louder. (Increasing this number in effect makes
; all 3D sounds appear louder at the same distance from you.) The
; dialog that adjusts this value for individual templates ranges from
; 1.0 to 25.0, so I'd recommended playing in the 1.0 to 5.0 area.
MinDist=1.0

; This value specifies how "fast" 3D sounds "roll off" to silence.
; The default (recommended) is 1.0. Less than that means roll off
; "slower", greater means "faster". Don't go less than 0.0, and
; I'd advise not to go greater than 1.0, as our balance issue is
; already apparent enough (greater than 1.0 will amplify the issue).
; However, the *A/V guys* (read as "not designers, programmers, or
; anybody else") should tweak this value in attempt to better
; balance 2D and 3D audio.
Rolloff=1.0